#include "stdafx.h"
#include "cat.h"
#include "cat_state_manager.h"
#include "Include/xrRender/KinematicsAnimated.h"
#include "AI/Monsters/monster_velocity_space.h"
#include "AI/Monsters/control_animation_base.h"
#include "AI/Monsters/control_movement_base.h"


CCat::CCat()
{
	StateMan = new CStateManagerCat(this);
}

CCat::~CCat()
{
	xr_delete(StateMan);
}

void CCat::Load(LPCSTR section)
{
	inherited::Load			(section);

	anim().accel_load			(section);
	anim().accel_chain_add		(eAnimWalkFwd,		eAnimRun);
	anim().accel_chain_add		(eAnimWalkDamaged,	eAnimRunDamaged);

	anim().AddReplacedAnim(&m_bDamaged, eAnimStandIdle,	eAnimStandDamaged);
	anim().AddReplacedAnim(&m_bDamaged, eAnimRun,		eAnimRunDamaged);
	anim().AddReplacedAnim(&m_bDamaged, eAnimWalkFwd,	eAnimWalkDamaged);

	SVelocityParam &velocity_none		= move().get_velocity(MonsterMovement::eVelocityParameterIdle);	
	SVelocityParam &velocity_turn		= move().get_velocity(MonsterMovement::eVelocityParameterStand);
	SVelocityParam &velocity_walk		= move().get_velocity(MonsterMovement::eVelocityParameterWalkNormal);
	SVelocityParam &velocity_run		= move().get_velocity(MonsterMovement::eVelocityParameterRunNormal);
	SVelocityParam &velocity_walk_dmg	= move().get_velocity(MonsterMovement::eVelocityParameterWalkDamaged);
	SVelocityParam &velocity_run_dmg	= move().get_velocity(MonsterMovement::eVelocityParameterRunDamaged);
	SVelocityParam &velocity_steal		= move().get_velocity(MonsterMovement::eVelocityParameterSteal);
	SVelocityParam &velocity_drag		= move().get_velocity(MonsterMovement::eVelocityParameterDrag);


	anim().AddAnim(eAnimStandIdle,		"stand_idle_",			-1, &velocity_none,				PS_STAND);
	anim().AddAnim(eAnimStandDamaged,	"stand_idle_dmg_",		-1, &velocity_none,				PS_STAND);
	anim().AddAnim(eAnimStandTurnLeft,	"stand_turn_ls_",		-1, &velocity_turn,		PS_STAND);
	anim().AddAnim(eAnimStandTurnRight,	"stand_turn_rs_",		-1, &velocity_turn,		PS_STAND);
	anim().AddAnim(eAnimWalkFwd,			"stand_walk_fwd_",		-1, &velocity_walk,	PS_STAND);
	anim().AddAnim(eAnimWalkDamaged,		"stand_walk_dmg_",		-1, &velocity_walk_dmg,	PS_STAND);
	anim().AddAnim(eAnimRun,				"stand_run_fwd_",		-1,	&velocity_run,		PS_STAND);
	anim().AddAnim(eAnimRunDamaged,		"stand_run_dmg_",		-1,	&velocity_run_dmg,	PS_STAND);
	anim().AddAnim(eAnimCheckCorpse,		"stand_check_corpse_",	-1,	&velocity_none,				PS_STAND);
	anim().AddAnim(eAnimEat,				"stand_eat_",			-1, &velocity_none,				PS_STAND);
	anim().AddAnim(eAnimAttack,			"stand_attack_",		-1, &velocity_turn,		PS_STAND);
	anim().AddAnim(eAnimLookAround,		"stand_look_around_",	-1, &velocity_none,				PS_STAND);
	anim().AddAnim(eAnimLieIdle,			"lie_idle_",			-1, &velocity_none,				PS_LIE);
	anim().AddAnim(eAnimLieStandUp,		"lie_stand_up_",		-1, &velocity_none,				PS_LIE);		
	anim().AddAnim(eAnimDragCorpse,		"stand_drag_",			-1, &velocity_drag,				PS_STAND);
	anim().AddAnim(eAnimSteal,			"stand_steal_",			-1, &velocity_steal,			PS_STAND);
	anim().AddAnim(eAnimStandLieDown,	"stand_lie_down_",		-1, &velocity_none,				PS_STAND);		
	
	anim().AddAnim(eAnimJumpLeft,		"stand_jump_ls_",		-1, &velocity_none,				PS_STAND);
	anim().AddAnim(eAnimJumpRight,		"stand_jump_rs_",		-1, &velocity_none,				PS_STAND);
	
	anim().AddTransition(PS_LIE,		PS_STAND,	eAnimLieStandUp,		false);
	anim().AddTransition(PS_STAND,	PS_LIE,		eAnimStandLieDown,		false);


	// link action
	anim().LinkAction(ACT_STAND_IDLE,	eAnimStandIdle);
	anim().LinkAction(ACT_SIT_IDLE,		eAnimStandIdle);
	anim().LinkAction(ACT_LIE_IDLE,		eAnimLieIdle);
	anim().LinkAction(ACT_WALK_FWD,		eAnimWalkFwd);
	anim().LinkAction(ACT_WALK_BKWD,	eAnimWalkFwd);
	anim().LinkAction(ACT_RUN,			eAnimRun);
	anim().LinkAction(ACT_EAT,			eAnimEat);
	anim().LinkAction(ACT_SLEEP,		eAnimLieIdle);
	anim().LinkAction(ACT_REST,			eAnimLieIdle);
	anim().LinkAction(ACT_DRAG,			eAnimDragCorpse);
	anim().LinkAction(ACT_ATTACK,		eAnimAttack);
	anim().LinkAction(ACT_STEAL,		eAnimSteal);
	anim().LinkAction(ACT_LOOK_AROUND,	eAnimLookAround);

#ifdef DEBUG	
	anim().accel_chain_test		();
#endif

	//*****************************************************************************
}

void CCat::reinit()
{
	inherited::reinit();

	MotionID			def1, def2, def3;
	IKinematicsAnimated	*pSkel = smart_cast<IKinematicsAnimated*>(Visual());

	def1 = pSkel->ID_Cycle_Safe("jump_attack_0");	VERIFY(def1);
	def2 = pSkel->ID_Cycle_Safe("jump_attack_1");	VERIFY(def2);
	def3 = pSkel->ID_Cycle_Safe("jump_attack_2");	VERIFY(def3);

	//CJumpingAbility::reinit(def1, def2, def3);
}

void CCat::try_to_jump()
{
	CObject *target = const_cast<CEntityAlive *>(EnemyMan.get_enemy());
	if (!target || !EnemyMan.see_enemy_now()) return;
}

void CCat::CheckSpecParams(u32 spec_params)
{
	if ((spec_params & ASP_CHECK_CORPSE) == ASP_CHECK_CORPSE) {
		com_man().seq_run(anim().get_motion_id(eAnimCheckCorpse));
	}

	if ((spec_params & ASP_ROTATION_JUMP) == ASP_ROTATION_JUMP) {
		//float yaw, pitch;
		//Fvector().sub(EnemyMan.get_enemy()->Position(), Position()).getHP(yaw,pitch);
		//yaw *= -1;
		//yaw = angle_normalize(yaw);

		//EMotionAnim anim = eAnimJumpLeft;
		//if (from_right(yaw,movement().m_body.current.yaw)) {
		//	anim = eAnimJumpRight;
		//	yaw = angle_normalize(yaw + PI / 20);	
		//} else yaw = angle_normalize(yaw - PI / 20);

		//anim().Seq_Add(anim);
		//anim().Seq_Switch();

		//movement().stop_linear		();
		//movement().m_body.target.yaw = yaw;

		//// calculate angular speed
		//float new_angular_velocity; 
		//float delta_yaw = angle_difference(yaw,movement().m_body.current.yaw);
		//float time = anim().GetCurAnimTime();
		//new_angular_velocity = delta_yaw / time; 

		//anim().ForceAngularSpeed(new_angular_velocity);

		//return;
	}


}

void CCat::UpdateCL()
{
	inherited::UpdateCL				();
}

void CCat::HitEntityInJump(const CEntity *pEntity)
{
	SAAParam &params	= anim().AA_GetParams("jump_attack_2");
	HitEntity			(pEntity, params.hit_power, params.impulse, params.impulse_dir);
}


